Radirgy: Noa Locks On To Wii

Milestone continues their series of arcade to Wii ports with a home version of Radirgy: Noa or Radio Allergy: Noir.

Like the console version of Radio Allergy in Ultimate Shooting Collection, players can use three control options: remote/nunchuck, classic controller, and Gamecube pad. Japan gets Radirgy: Noa on February 10, 2010.

Details for about a North American version have not been announced, but UFO Interactive tends to pickup Milestone’s games. They’re working on Arcade Shooter: Ilvelo now.

So, Milestone is working on the Wii, while Cave is working on the 360. I still wonder why so many japanese companies always go for the single-platform route.

Anyway, I’ve never tried a Milestone shmup, so maybe I should start. With MSC.

MadMirko

Just guessing, but I’d think developing for a single platfrom is cheaper and easier, and if you have fans following your games instead of a hardware vendor…

malek86

Well, true, but for example Shikigami no Shiro 3 came out for both Wii and 360.

MadMirko

Many games are on more than one system, many are not. I was just pointing out that going multi may not be the best option for every developer / game, and sometimes probably not an option at all (not enough manpower, not the right licenses, not enough money, not enough time, exclusive contract, etc).

It’s something to be determined per title. I don’t know if the ratio of single vs. multi-platform titles is higher for Japanes companies vs. Western companies. I’d say it’s higher for lower budgets vs. higher budgets, though. When you are thinking about Western games, do you think about games published by EA or Ubi? Lots of money there, lots of multi-platform titles, too.

malek86

Good point there. But it’s especially weird in this case, because we’re talking about porting from arcade, not developing a game ground up, so I’m sure the cost isn’t nearly as high. Also, I doubt Milestone has any connection with Nintendo, just like Cave has any with MS (if it’s true they proposed Ketsui to Sony). And small games like these don’t seem worthy of an exclusivity contract anyway.Regarding the japanese industry in general, the thing I’m mostly baffled about, actually, is not exclusivity as much as temporary exclusivity. For example Triggerheart Exelica. It was first done for Dreamcast, then on XBLA, and later on PS2. Or also Radirgy, it first came out for GC, and later for PS2. There are a lot of examples, even for bigger titles, where a game is done for one platform and only months later gets ported to another platform.

MadMirko

Isn’t porting always a form of timed exclusivity?

But I know what you mean, there are games that are multi-platform from the start (developed simultaneously), but still get released one after the other. For the bigger titles, there is usually a deal with a platform holder (usually Microsoft), and I think that happens mostly in Japan because of the way their used game market works.

After the first few weeks most games just more or less stop selling new copies. Timed exclusivity ensures maximum effect for the benefitting platform and also diminishes the selling potential on the platform that follows (because there are used copies available at a low(er) price). It’s pretty likely that this damages the overall selling power of the title, and therefore costs something.

OR I could be talking out of my ass, because I obviously don’t know. It’s just a theory I made up to explain this practice, which baffled me as well.

cj_iwakura

Also the PC. Sadly, we only got the Wii version in the US because Microsoft hates shmups.

Looking forward to Radilgy 2. The first game is decent enough that an improved sequel could be awesome.

lostinblue

hopefully it’ll make it over.

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